Item mods, collider limitation, decay, and more.
9/2 @ 11:59pm EST - At the moment, the dev branch still unplayable (clients getting an object error when trying to join servers). I imagine it’ll be fixed shortly. In the meantime, here are some of the things in store for the update:
- Weapon mods (silencer and maybe more)
- New map: Savas Island (small map for PvP and various other game modes)
- Bolt action can stay zoomed in after shots
- Beds have been added
- Changes to map generation (procgen 10.1)
- Code lock sound not as loud
- Fixed a bug where the player would get shot and not stay down on the ground like the punk ass bitch that he is
Details on these changes and more once the dev branch is working!
9/2 @ 2:50pm EST - It looks like the weapon mods and new map will be playable shortly, but getting a blank screen when loading the dev branch at the moment. At this point I'm just going to roll everything into the update summary post. Expect that out later this evening.
Reminder: A game-wide forced map wipe is still planned for tomorrow when the update hits!
9/1 @ 3:12pm EST - The two big happenings today are item mods (specifically, the silencer) and Savas Island (the new, symmetrical map, previously referred to as Koth). Unfortunately, neither of these things are able to be tested in game yet. Given that, I’m delaying today’s post till we have something to actually show you! Stay tuned on @Rustafied for updates.
3:10pm EST - Today marks the beginning of an exciting week in rust development. Not only are we due to see the next iteration of map generation, item mods are making their first appearance since legacy! This update on Thursday will force a map wipe on all servers (no blueprint wipe is scheduled).
Before we get into it, I’d like to mention a few things about decay and cupboards...
A few words on decay
A new system for decay was introduced with the update last week which works off of timers based on the opening and closing of locked doors. If a door hasn't been accessed by the time the timer reaches zero, decay begins.
Over the weekend, a patch was released which shifted some timers and fixed some issues causing buildings to decay much quicker than intended. So far, it appears to be working properly. Here are the updated times for each building tier:
- Twigs
- 6 hour delay
- 6 hour duration
- Wood
- 18 hour delay
- 24 hour duration
- Stone
- 18 hour delay
- 48 hour duration
- Sheet metal
- 18 hour delay
- 72 hour duration
- Armored
- 24 hour delay
- 120 hour duration
Another note: the timer only impacts building blocks within a 40m radius of any given door. Therefore, if you have a very large base, make sure you are opening and closing all the doors you need to.
Cupboard changes
Accompanying the change to the ladders last update (which has them no longer bypassing building privilege), the cupboard system has changed slightly. Cupboards no longer block building at elevations lower than the cupboard itself, they only block at the same height or higher than the cupboard is placed. That means if you place a cupboard on a rock, people will still be able to build at the base of the rock.
Item mods
For months now, one of the most common questions I get is: "When are weapon mods going to make it in?" Thankfully, Garry has answered the call and set out to get the first iteration of mods in this week. If it's anything like legacy, we should expect to see a red dot sight, flashlight, scope, and suppressor (as of today, no specific mods have been officially confirmed or denied).
Working on a new branch (aptly named item mods), he is underway with this functionality. More on this as the branch gets merged into main.
Collider limitation fix
Andre is working on getting rid of the server collider limit once and for all! More on this as the week progresses...
Water 2.5
Andre and Diogo are working on the next generation of water. No visuals yet as it is still on a separate branch, however, expect some pictures as soon as it is merged with main.
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